using Content.Shared.Power;
using Robust.Shared.GameStates;
namespace Content.Shared.Gravity;
[NetworkedComponent()]
[Virtual]
public partial class SharedGravityGeneratorComponent : Component
{
///
/// A map of the sprites used by the gravity generator given its status.
///
[DataField("spriteMap")]
[Access(typeof(SharedGravitySystem))]
public Dictionary SpriteMap = new();
///
/// The sprite used by the core of the gravity generator when the gravity generator is starting up.
///
[DataField("coreStartupState")]
[ViewVariables(VVAccess.ReadWrite)]
public string CoreStartupState = "startup";
///
/// The sprite used by the core of the gravity generator when the gravity generator is idle.
///
[DataField("coreIdleState")]
[ViewVariables(VVAccess.ReadWrite)]
public string CoreIdleState = "idle";
///
/// The sprite used by the core of the gravity generator when the gravity generator is activating.
///
[DataField("coreActivatingState")]
[ViewVariables(VVAccess.ReadWrite)]
public string CoreActivatingState = "activating";
///
/// The sprite used by the core of the gravity generator when the gravity generator is active.
///
[DataField("coreActivatedState")]
[ViewVariables(VVAccess.ReadWrite)]
public string CoreActivatedState = "activated";
}